Files
winit/src/platform/pump_events.rs
Mads Marquart 48974ed7ec macOS: Fix pump_app_events
Use the system's mechanisms for pumping events, namely
`nextEventMatchingMask:untilDate:inMode:dequeue:`. This still has a few
problems as detailed in the documentation for `pump_app_events` (which
is why we switched away from it all the way back in Winit v0.20), but it
doesn't have nearly as many problems as the current implementation does.
2025-03-03 08:46:54 +01:00

123 lines
5.3 KiB
Rust

use std::time::Duration;
use crate::application::ApplicationHandler;
use crate::event_loop::EventLoop;
/// Additional methods on [`EventLoop`] for pumping events within an external event loop
pub trait EventLoopExtPumpEvents {
/// Pump the `EventLoop` to check for and dispatch pending events.
///
/// This API is designed to enable applications to integrate Winit into an
/// external event loop, for platforms that can support this.
///
/// The given `timeout` limits how long it may block waiting for new events.
///
/// Passing a `timeout` of `Some(Duration::ZERO)` would ensure your external
/// event loop is never blocked but you would likely need to consider how
/// to throttle your own external loop.
///
/// Passing a `timeout` of `None` means that it may wait indefinitely for new
/// events before returning control back to the external loop.
///
/// **Note:** This is not a portable API, and its usage involves a number of
/// caveats and trade offs that should be considered before using this API!
///
/// You almost certainly shouldn't use this API, unless you absolutely know it's
/// the only practical option you have.
///
/// ## Synchronous events
///
/// Some events _must_ only be handled synchronously via the closure that
/// is passed to Winit so that the handler will also be synchronized with
/// the window system and operating system.
///
/// This is because some events are driven by a window system callback
/// where the window systems expects the application to have handled the
/// event before returning.
///
/// **These events can not be buffered and handled outside of the closure
/// passed to Winit.**
///
/// As a general rule it is not recommended to ever buffer events to handle
/// them outside of the closure passed to Winit since it's difficult to
/// provide guarantees about which events are safe to buffer across all
/// operating systems.
///
/// Notable events that will certainly create portability problems if
/// buffered and handled outside of Winit include:
/// - `RedrawRequested` events, used to schedule rendering.
///
/// macOS for example uses a `drawRect` callback to drive rendering
/// within applications and expects rendering to be finished before
/// the `drawRect` callback returns.
///
/// For portability it's strongly recommended that applications should
/// keep their rendering inside the closure provided to Winit.
/// - Any lifecycle events, such as `Suspended` / `Resumed`.
///
/// The handling of these events needs to be synchronized with the
/// operating system and it would never be appropriate to buffer a
/// notification that your application has been suspended or resumed and
/// then handled that later since there would always be a chance that
/// other lifecycle events occur while the event is buffered.
///
/// ## Supported Platforms
///
/// - Windows
/// - Linux
/// - MacOS
/// - Android
///
/// ## Unsupported Platforms
///
/// - **Web:** This API is fundamentally incompatible with the event-based way in which Web
/// browsers work because it's not possible to have a long-running external loop that would
/// block the browser and there is nothing that can be polled to ask for new new events.
/// Events are delivered via callbacks based on an event loop that is internal to the browser
/// itself.
/// - **iOS:** It's not possible to stop and start an `NSApplication` repeatedly on iOS so
/// there's no way to support the same approach to polling as on MacOS.
///
/// ## Platform-specific
///
/// - **Windows**: The implementation will use `PeekMessage` when checking for window messages
/// to avoid blocking your external event loop.
///
/// - **MacOS**: Certain actions like resizing the window will enter a "modal" state, where
/// `pump_app_events` will process events internally, and block until the resize is over.
///
/// Thus, if you render or run your game code outside of `ApplicationHandler`, your
/// application will freeze while the window resizes. The recommended approach is to render
/// inside [`WindowEvent::RedrawRequested`] instead.
///
/// Furthermore, when pumping events the `NSApplication` is still considered stopped to
/// crates like `rfd` that inspect [`-[NSApplication isRunning]`][isrunning].
///
/// [`WindowEvent::RedrawRequested`]: crate::event::WindowEvent::RedrawRequested
/// [isrunning]: https://developer.apple.com/documentation/appkit/nsapplication/isrunning?language=objc
fn pump_app_events<A: ApplicationHandler>(
&mut self,
timeout: Option<Duration>,
app: A,
) -> PumpStatus;
}
impl EventLoopExtPumpEvents for EventLoop {
fn pump_app_events<A: ApplicationHandler>(
&mut self,
timeout: Option<Duration>,
app: A,
) -> PumpStatus {
self.event_loop.pump_app_events(timeout, app)
}
}
/// The return status for `pump_events`
#[derive(Clone, Copy, Debug, Eq, Hash, PartialEq)]
pub enum PumpStatus {
/// Continue running external loop.
Continue,
/// Exit external loop.
Exit(i32),
}